Stat wise, he’s WS 9, and has straight 6’s across the board. His
Leadership is 10 and he’s rocking a 2+ save (more on that below). He’s
also an Monstrous Creature (Character) and has all those special rules
on top of everything else! Watching the stream we also know he’s got
Feel No Pain, Eternal Warrior and a bunch of other special rules, too!

Lord Commander of the Imperium: Friendly Units from the Armies of the Imperium re-roll failed Morale checks and Fear and Pinning test while Guilliman is on the battlefield.

Primarch of the XIII Legion: You cn choose to enact
the Devastator, Assault and Tactical Doctrines (see Codex: Space
Marines) once each per game (in addition to any you can already use).
When one of these Combat Doctrines is enacted, all Ultramarines models in your army are affected.

Unyielding Will: Roboute Guilliman’s Leadership is not subject to negative modifiers of any kind and he may re-roll Deny the Witch tests.

Warlord Trait:

Absolute Mastery: Roboute Guilliman has all of the Command Traits from Warhammer 40,000: The Rules.

Before we get to his armor, let’s talk about his weapon. He wields
both The Emperor’s Sword and The Hand of Dominion. These are combined to
form one profile – Strength 10, AP 1 and they have the following
special rules: Melee, Armourbane, Concussion, Soul Blaze, Touch of the
Emeror, Whirling Flame. Some of it was cut off but watching the stream we learned the following:

Touch of the Emperor: Any attacks with this weapon (that roll a 6 to hit) are resolved at Strength D rather than 10.

Whirling Flame: This rule is pretty long, but
basically Guilliman can sacrifice his regular 6 attacks to a swing at
every enemy unit with models within 1″ of him. He gets a number off
attacks on those units equal to the number of models they have within 1″
of him.

The Hand of Dominion has a built in ranged weapon as well:

Range 24″ Strength 6 Ap 2 and is Assault 3, Rending. He’s basically got the best heavy bolter ever created under his arm!

Now, on to the Armour of Fate:

The Armour of Fate confers a 3+ invulnerable save. In addition, if
Roboute Guilliman is slain, place a marker at the spot at which he was
slain. At the beginning of your next turn, roll a dice. On a 4 or more
Guilliman is restored by his armour – place him as close as possible to
the marker, more than 1″ from any units, with D3 wounds remaining.
Otherwise Guilliman is slain. if the marker is on the battlefield at the
end of the game, Guilliman is considered to be slain.

So not only does he have a 2+ save normally, he’s got a 3++ and if
you happen to chew through all 6 wounds, he’s got Feel No Pain AND on a
4+ he’s got a chance to get back up with D3 Wounds. The Robo-Primarch is
HERE!